L L4D2node

CStaticProp::~CStaticProp

0x001e5470 · 182 bytes · __thiscall

_ZN11CStaticPropD1Ev

Decompiled

undefined (1 param)

/* CStaticProp::~CStaticProp() */

void __thiscall CStaticProp::~CStaticProp(CStaticProp *this)

{
  int iVar1;
  void *pvVar2;
  uint uVar3;
  
  *(undefined ***)this = &PTR__CStaticProp_002bf208;
  *(undefined ***)(this + 4) = &PTR_GetIClientUnknown_002bf340;
  *(undefined ***)(this + 8) = &PTR_GetEntityHandle_002bf3f8;
  *(undefined **)(this + 0xc) = &DAT_002bf44c;
  if (*(int *)(this + 0x50) != 0) {
    *(undefined4 *)(this + 0x50) = 0;
  }
  RemovePropFromKDTree(this);
  if (*(short *)(this + 0x2e) != -1) {
    (**(code **)(*(int *)modelrender + 0x10))(modelrender,*(short *)(this + 0x2e));
  }
  pvVar2 = *(void **)(this + 0x30);
  if (pvVar2 == (void *)0x0) goto LAB_001e5519;
  if (*(int *)(this + 0x34) == 0) {
LAB_001e5503:
    operator_delete__(pvVar2);
  }
  else {
    uVar3 = 0;
    do {
      iVar1 = uVar3 * 4;
      uVar3 = uVar3 + 1;
      (**(code **)(*g_pPhysics2 + 0x38))(g_pPhysics2,*(undefined4 *)((int)pvVar2 + iVar1));
      pvVar2 = *(void **)(this + 0x30);
    } while (uVar3 < *(uint *)(this + 0x34));
    if (pvVar2 != (void *)0x0) goto LAB_001e5503;
  }
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x30) = 0;
LAB_001e5519:
  *(undefined ***)this = &PTR__IHandleEntity_002bef70;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)